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Messages - Salv

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1
It's actually set to a (Helmsmanship.ZERO_FLUX_LEVEL * 0.01) fraction of the ship's max flux, plus triple the dissipation rate. So setting the getZeroFluxMinimumFluxLevel to something reliably above that would do the job, yeah.

I considered doing something like this, but I suppose it would also affect shields and weapons when fighters are regrouped. Is there a particular flag or something I could use that checks whether the carrier has the engage order on? Maybe I could try making an EveryFrame script that applies and unapplies a getZeroFluxMinimumFluxLevel modifier.

Edit: One more thing. The upkeep you mentioned is per wing or constant regardless of the number of wings on the ship?

2
Is flux generation from engaging wings modifiable or is it harcoded? I'm wondering if I could make a fast carrier that gets the zero flux speed bonus even with the engage order on. I couldn't find any reference to this upkeep in the api.

3
Indeed I am. I've actually just checked if the problem occurs in vanilla and it doesn't. Interestingly enough, cryosleeper's defense is not affected and works just fine.

Edit: Disabled Ruthless Sector and the range is as it should be :P. It was my screwup. For some reason the range multiplier in the ruthless sector config was at 0.2. I don't know what brainfart led me to set it as such. Sorry for the confusion.

4
Is it possible that the specific derelict you're looking at has Safety Overrides? That'll reduce the range to something that feels same-y almost regardless of changes.

I checked to make sure it wasn't related to any dmods, hullmods or ship systems. All derelict ships were affected, regardless of hullmods. From what I've observed, range and missile flight time are ignored, while I think projectile speed may be ok. Though this could be random, since range also varies from weapon to weapon. For example, dual mg has the 'default' low range while plasma cannon seems to have been affected by the change.

5
Why do derelicts (the automated defenses) seem to ignore the changes to weapon range I made in the .csv? I've tried changing it to various levels and it appears to always be the default somehow.

Edit: I've checked the variants in the dev mode. In simulation, the range is correct. It seems only the ships generated in the campaign are the problem.

6
Got an error when choosing the 'ask where x may be found' dialog option for a derelict. The other event type works fine though. Here's the log:

5238865 [Thread-4] ERROR starship_legends.ModPlugin  - null
    starship_legends.events.FamousShipBarEvent.optionSelected(FamousShipBarEvent.java:568)
    com.fs.starfarer.api.impl.campaign.intel.bar.BarEventDialogPlugin.optionSelecte d(BarEventDialogPlugin.java:53)
    com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
    com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
    com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
    com.fs.starfarer.ui.I.?00000(Unknown Source)
    com.fs.starfarer.ui.I.processInput(Unknown Source)
    com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Unknown Source)

 The game was started with the 1.3.5 version, then I updated it to the newest one. Hope this doesn't mean the bar event is busted on that save :'(.

7
Modding / Re: How to make custom faction?
« on: October 12, 2019, 01:01:02 PM »
I suppose you could start by taking a look at data\world\factions for faction properties and data\scripts\world for star system generation.

8
I'd suggest checking out com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel, since that creates a market-with-a-station that looks like a stand-alone station. The remnant stuff you're looking at is fairly old and if I had to do it again I'd probably use the market approach.

Will do, although I'm still unsure about the patrols. Pirate and Pather bases spawn them from the military base industry I assume, while the remnant station has a separate script. I guess I could make a unique industry and remove the script or something, but there are 3 classes that are involved in the battlestation fleets, namely RemnantSeededFleetManager, RemnantAssignmentAI and RemnantStationFleetManager. I don't want to mess with it too much, so that's why I'm wondering why the script buggs out. Ultimately, I could just make the station have a much stronger finite contingent of ordos and ignore the whole respawning business.

9
I've got a question regarding an unsused piece of code I've found to be just what I need. It's the one in RemnantThemeGenerator in addBattlestations List:

//            MarketAPI market = Global.getFactory().createMarket("station_market_" + fleet.getId(), fleet.getName(), 0);
//            market.setPrimaryEntity(fleet);
//            market.setFactionId(fleet.getFaction().getId());
//            market.addCondition(Conditions.ABANDONED_STATION);
//            market.addSubmarket(Submarkets.SUBMARKET_STORAGE);
//            ((StoragePlugin)market.getSubmarket(Submarkets.SUBMARKET_STORAGE).getPlugin()).setPlayerPaidToUnlock(true);
//            fleet.setMarket(market);

I wanted to make an expedition intel targeting the battlestation (which is classified as a fleet) but the expedition and raid classes revolve around markets as targets, so I would probably have to rewrite it all from the ground up. Assigning a market to the station would make things so much easier, and I did try but there's a problem with the guarding ordos spawning empty and despawning instantly in a loop. Is it possible to make it work?

10
Modding / Re: Smaller Scale Mod
« on: September 28, 2019, 12:42:44 AM »
Fleet points are used for autoresolving battles I think, so increasing that too much would make capitals more powerful on the campaign map than they really are in regular battles. As a result, you would have ai deploy smaller fleets (not necessarily smaller ships, a fleet comprised of, for example, 4 capitals and 1 cruiser would maybe roll 1 capital and 1 cruiser after your change) due to meeting their desired FP quicker, particularly nerfing those factions that use big ships agains the player. They would fare comparably on the map in autoresolve due to the big ships having more FP, but like I've said, in battle they would be the same, only now there would be just fewer of them. That would kind of break the balance of factions and make fighting some easier. I'm not sure if the ai considers the other values you mentioned when creating their fleets.


11
Modding / Re: Smaller Scale Mod
« on: September 27, 2019, 11:51:52 PM »
I think it is just a weight modifier, the value I was talking about is under the factionDoctrine section.

12
Modding / Re: Smaller Scale Mod
« on: September 26, 2019, 02:18:15 PM »
The easiest way to reduce the amount of big ships in AI fleets is to edit the ships size value for each individual faction in their respective FACTION files. If you wanted to define concrete size limits per AI fleet , I suppose the FleetFactoryV3 class is where it's all at. It's one of the core files in fleet generation I think, so replacing it for the purpose of a mod would be practically impossible. Implementing size limits for the player would probably be difficult as well. I think it may also be pretty artificial. What would happen if you found a battleship wreckage, for example? Could you recover it and disregard the limit, upsetting the intended balance?

Rebalancing of the strength of space stations can be easily done in ship_data.csv.

As for making smaller fleets less detectable than bigger ships when smuggling, I think some relevant code and referenced classes can be found in computeSmugglingSuspicionLevel in CoreCampaignPluginImpl.

I'm sorry if I'm mistaken on any of these, I just took a quick glance at the code :P.

13
That depends on what you mean. If you want to increase the quantity per unit that is available on the market, you can change it in the commodities.csv. If you want to increase the units produced, you would have to edit the individual classes for each industry and then replace the original plugins in the industries.csv file in the plugin column with your edited variant. I've done something similar in my personal overhaul, but I haven't published it because there are other things that need to be adjusted, that are deeply rooted in the code, and without which the mod would be pretty unpolished.

As for shortages, merchant convoys only affect imports of the target colony when they are destroyed. To compensate for the increased production and demand, you would actually need to adjust the accessibilityPerUnit value in settings.json. But then there are other complications. For example, the accessibility penalty for commodity units lost in the destruction of a merchant fleet would remain the same. Fleets would carry more commodities and destroying them would cause higher penalty to the accessibility of the target colony. You could balance it out though by decreasing the spawn frequency of merchant fleets, but that's just a bandaid I suppose.

Also another problem is the deficit penatly. If you made colonies require more food, each unit deficit would cause the same penalty as in the normal game. To illustrate, if you increase food demand of 10 by 2x and the colony has, say, a 50% deficit, stability would plummet from 10 to 0 ( -1 for each food unit missing). In vanilla, stability would only be down to 5. Other deficit penalties can be adjusted in individual industry classes, but food shortage has separate classes.

I just mean to warn you against making drastic changes without keeping in mind the implications of these changes for other systems.

14
Modding / Re: [0.91][UTILITY] EZ Faction 0.6a
« on: September 24, 2019, 08:49:27 AM »
Another thing you may want to look at sometime. Right at the start of the battle I ordered a retreat to see how it works with the new AI. Half of the fleet went straight for the enemy side of the map and those who survived retreated there, while the rest chose to retreat at the sides. Only 2 ships retreated using the map edge right behind us.

Edit: The bombers seem to behave normally now, but there is some strange UI bug where you can see wings in the tactical view but there are none to be seen. The range indicators are gone now, though, which is why I think it could be the UI.

15
Modding / Re: [0.91][UTILITY] EZ Faction 0.6a
« on: September 24, 2019, 05:20:16 AM »
I've found a bug. When the bombers return for ammo, they respawn somwhere random, ignore orders, fly beyond the edges of the map and disappear. At least I think that's what's happening. I couldn't really look that far and just tracked them based on their range indicators on the edges of the screen and their location in the tactical view. No bombers respawned near the ship.

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